AI operating reactors & railguns, misc AI improvements
This commit is contained in:
@@ -60,6 +60,7 @@
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<Compile Include="Source\Characters\AICharacter.cs" />
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<Compile Include="Source\Characters\AI\AIController.cs" />
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<Compile Include="Source\Characters\AI\AITarget.cs" />
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<Compile Include="Source\Characters\AI\Objectives\AIObjectiveContainItem.cs" />
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<Compile Include="Source\Characters\AI\Order.cs" />
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<Compile Include="Source\Characters\AI\CrewCommander.cs" />
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<Compile Include="Source\Characters\AI\HumanAIController.cs" />
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@@ -598,6 +599,9 @@
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<Content Include="Content\Map\militarySymbol.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\researchbackground.jpg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\researchSymbol.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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Binary file not shown.
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Before Width: | Height: | Size: 536 KiB After Width: | Height: | Size: 410 KiB |
@@ -12,9 +12,15 @@
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<City
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commonness="3"
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hireablecharacters="true"
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symbol="Content/Map/citySymbol.png"
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background="Content/Map/citybackground.jpg">
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<Hireable name="Assistant" commonness="10"/>
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<Hireable name="Engineer" commonness="3"/>
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<Hireable name="Mechanic" commonness="3"/>
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<Hireable name="Security Officer" commonness="1"/>
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<Hireable name="Captain" commonness="1"/>
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<nameformats
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f0="The City of [name]"
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f1="[name] City"
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@@ -24,9 +30,15 @@
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<Military
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commonness="1"
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hireablecharacters="true"
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symbol="Content/Map/militarySymbol.png"
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background="Content/Map/militarybackground.jpg">
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<Hireable name="Security Officer" commonness="10"/>
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<Hireable name="Captain" commonness="3"/>
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<Hireable name="Assistant" commonness="2"/>
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<Hireable name="Engineer" commonness="2"/>
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<Hireable name="Mechanic" commonness="2"/>
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<nameformats
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f0="[name] Outpost"
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f1="[name] Facility"
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@@ -36,9 +48,15 @@
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<Research
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commonness="1"
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hireablecharacters="true"
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symbol="Content/Map/researchSymbol.png"
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background="Content/Map/citybackground.jpg">
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background="Content/Map/researchbackground.jpg">
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<Hireable name="Engineer" commonness="5"/>
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<Hireable name="Mechanic" commonness="5"/>
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<Hireable name="Assistant" commonness="3"/>
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<Hireable name="Security Officer" commonness="1"/>
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<Hireable name="Captain" commonness="1"/>
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<nameformats
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f0="[name] Research Facility"
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f1="[name] Research Center"
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BIN
Subsurface/Content/Map/researchbackground.jpg
Normal file
BIN
Subsurface/Content/Map/researchbackground.jpg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 221 KiB |
@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -35,7 +36,11 @@ namespace Barotrauma
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{
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IsOpen = !IsOpen;
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if (IsOpen && frame == null) CreateGUIFrame();
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if (IsOpen)
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{
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CreateGUIFrame();
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UpdateCharacters();
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}
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}
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private void CreateGUIFrame()
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@@ -43,14 +48,64 @@ namespace Barotrauma
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frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.3f);
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frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
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UpdateCharacters();
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int x = 0, y = 150;
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foreach (Order order in Order.PrefabList)
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{
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if (order.ItemComponentType!=null)
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{
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var matchingItems = Item.ItemList.FindAll(i => i.components.Find(ic => ic.GetType() == order.ItemComponentType) != null);
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int y2 = y;
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foreach (Item it in matchingItems)
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{
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var newOrder = new Order(order, it.components.Find(ic => ic.GetType() == order.ItemComponentType));
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var button = new GUIButton(new Rectangle(x, y2, 150, 20), order.Name, GUI.Style, frame);
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button.UserData = newOrder;
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button.OnClicked = SetOrder;
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y2 += 25;
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}
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}
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else
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{
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var button = new GUIButton(new Rectangle(x, y, 150, 20), order.Name, GUI.Style, frame);
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button.UserData = order;
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button.OnClicked = SetOrder;
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}
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x += 160;
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}
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}
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public void UpdateCharacters()
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{
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if (frame == null) CreateGUIFrame();
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List<GUIComponent> prevCharacterFrames = new List<GUIComponent>();
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foreach (GUIComponent child in frame.children)
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{
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if (child.UserData as Character == null) continue;
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prevCharacterFrames.Add(child);
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}
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foreach (GUIComponent child in prevCharacterFrames)
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{
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frame.RemoveChild(child);
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}
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int x = 0, y = 0;
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foreach (Character character in crewManager.characters)
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{
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GUIButton characterButton = new GUIButton(new Rectangle(x,y, 150, 40), "", Color.Transparent, null, frame);
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if (character.IsDead) continue;
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GUIButton characterButton = new GUIButton(new Rectangle(x, y, 150, 40), "", Color.Transparent, null, frame);
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characterButton.UserData = character;
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characterButton.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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if (character == Character.Controlled)
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{
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characterButton.CanBeSelected = false;
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@@ -75,18 +130,7 @@ namespace Barotrauma
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new GUIImage(new Rectangle(-10, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, characterButton);
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x += 160;
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}
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x = 0;
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y = 150;
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foreach (Order command in Order.List)
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{
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var button = new GUIButton(new Rectangle(x, y, 150, 20), command.Name, GUI.Style, frame);
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button.UserData = command;
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button.OnClicked = SetOrder;
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x += button.Rect.Width + 10;
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x += 160;
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}
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}
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@@ -50,7 +50,7 @@ namespace Barotrauma
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//{
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// steeringManager.SteeringSeek(Character.Controlled.Position);
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//}
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Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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@@ -13,6 +13,8 @@ namespace Barotrauma
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protected Character character;
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protected string option;
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public virtual bool IsCompleted()
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{
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return false;
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@@ -23,11 +25,23 @@ namespace Barotrauma
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get { return false; }
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}
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public AIObjective(Character character)
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public string Option
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{
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get { return option; }
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}
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public AIObjective(Character character, string option)
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{
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subObjectives = new List<AIObjective>();
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this.character = character;
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this.option = option;
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#if DEBUG
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IsDuplicate(null);
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#endif
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}
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/// <summary>
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@@ -37,10 +51,10 @@ namespace Barotrauma
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/// <param name="character">the character who's trying to achieve the objective</param>
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public void TryComplete(float deltaTime)
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{
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subObjectives.RemoveAll(s => s.IsCompleted());
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foreach (AIObjective objective in subObjectives)
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{
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if (objective.IsCompleted()) continue;
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objective.TryComplete(deltaTime);
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return;
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}
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@@ -50,6 +64,13 @@ namespace Barotrauma
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protected virtual void Act(float deltaTime) { }
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public void AddSubObjective(AIObjective objective)
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{
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if (subObjectives.Find(o => o.IsDuplicate(objective)) != null) return;
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subObjectives.Add(objective);
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}
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public virtual float GetPriority(Character character)
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{
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return 0.0f;
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@@ -57,7 +78,12 @@ namespace Barotrauma
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public virtual bool IsDuplicate(AIObjective otherObjective)
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{
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#if DEBUG
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throw new NotImplementedException();
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#else
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return (this.GetType() == otherObjective.GetType());
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#endif
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}
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}
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}
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@@ -0,0 +1,73 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveContainItem: AIObjective
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{
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private string itemName;
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private ItemContainer container;
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bool canBeCompleted;
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bool isCompleted;
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public AIObjectiveContainItem(Character character, string itemName, ItemContainer container)
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: base (character, "")
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{
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this.itemName = itemName;
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this.container = container;
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//check if the container has room for more items
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canBeCompleted = false;
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foreach (Item contained in container.inventory.Items)
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{
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if (contained != null) continue;
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canBeCompleted = true;
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break;
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}
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}
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public override bool IsCompleted()
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{
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return isCompleted;
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}
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protected override void Act(float deltaTime)
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{
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if (isCompleted) return;
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//get the item that should be contained
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var itemToContain = character.Inventory.FindItem(itemName);
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if (itemToContain == null)
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{
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AddSubObjective(new AIObjectiveGetItem(character, itemName));
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return;
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}
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if (Vector2.Distance(character.SimPosition, container.Item.SimPosition) > container.Item.PickDistance
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|| !container.Item.IsInsideTrigger(character.Position))
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{
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AddSubObjective(new AIObjectiveGoTo(container.Item.SimPosition, character));
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return;
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}
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container.Combine(itemToContain);
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isCompleted = true;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveContainItem objective = otherObjective as AIObjectiveContainItem;
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return (objective != null);
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}
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}
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}
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@@ -8,21 +8,21 @@ namespace Barotrauma
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{
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class AIObjectiveFindSafety : AIObjective
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{
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const float SearchHullInterval = 1.0f;
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const float SearchHullInterval = 3.0f;
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const float MinSafety = 50.0f;
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AIObjectiveGoTo gotoObjective;
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private List<AITarget> unreachable;
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private List<Hull> unreachable;
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float currenthullSafety;
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float searchHullTimer;
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public AIObjectiveFindSafety(Character character)
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: base(character)
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: base(character, "")
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{
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unreachable = new List<AITarget>();
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unreachable = new List<Hull>();
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}
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protected override void Act(float deltaTime)
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@@ -44,6 +44,7 @@ namespace Barotrauma
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}
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else
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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Hull bestHull = null;
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float bestValue = currenthullSafety;
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@@ -51,7 +52,7 @@ namespace Barotrauma
|
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foreach (Hull hull in Hull.hullList)
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{
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if (hull == character.AnimController.CurrentHull) continue;
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if (unreachable.Contains(hull.AiTarget)) continue;
|
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if (unreachable.Contains(hull)) continue;
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float hullValue = GetHullSafety(hull);
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hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
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@@ -66,7 +67,17 @@ namespace Barotrauma
|
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if (bestHull != null)
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{
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gotoObjective = new AIObjectiveGoTo(bestHull.AiTarget, character);
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var path = pathSteering.PathFinder.FindPath(character.SimPosition, bestHull.SimPosition);
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if (pathSteering.CurrentPath != null && pathSteering.CurrentPath.Cost < path.Cost && !pathSteering.CurrentPath.Unreachable && gotoObjective!=null)
|
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{
|
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return;
|
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}
|
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else
|
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{
|
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pathSteering.SetPath(path);
|
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}
|
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|
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gotoObjective = new AIObjectiveGoTo(bestHull, character);
|
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//character.AIController.SelectTarget(bestHull.AiTarget);
|
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}
|
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|
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@@ -80,7 +91,7 @@ namespace Barotrauma
|
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if (pathSteering!=null && pathSteering.CurrentPath!= null &&
|
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pathSteering.CurrentPath.Unreachable && !unreachable.Contains(gotoObjective.Target))
|
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{
|
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unreachable.Add(gotoObjective.Target);
|
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unreachable.Add(gotoObjective.Target as Hull);
|
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}
|
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}
|
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|
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|
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@@ -11,7 +11,7 @@ namespace Barotrauma
|
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Gap leak;
|
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|
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public AIObjectiveFixLeak(Gap leak, Character character)
|
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:base (character)
|
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:base (character, "")
|
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{
|
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this.leak = leak;
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public AIObjectiveGetItem(Character character, string itemName)
|
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: base (character)
|
||||
: base (character, "")
|
||||
{
|
||||
canBeCompleted = true;
|
||||
|
||||
@@ -72,7 +72,7 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return character.Inventory.Items.FirstOrDefault(i => i != null && (i.HasTag(itemName) || i.Name == itemName)) != null;
|
||||
return character.Inventory.FindItem(itemName) != null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveGoTo : AIObjective
|
||||
{
|
||||
AITarget target;
|
||||
Entity target;
|
||||
|
||||
Vector2 targetPos;
|
||||
|
||||
@@ -26,13 +26,13 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public AITarget Target
|
||||
public Entity Target
|
||||
{
|
||||
get { return target; }
|
||||
}
|
||||
|
||||
public AIObjectiveGoTo(AITarget target, Character character, bool repeat = false)
|
||||
: base (character)
|
||||
public AIObjectiveGoTo(Entity target, Character character, bool repeat = false)
|
||||
: base (character, "")
|
||||
{
|
||||
this.target = target;
|
||||
this.repeat = false;
|
||||
@@ -40,14 +40,19 @@ namespace Barotrauma
|
||||
|
||||
|
||||
public AIObjectiveGoTo(Vector2 targetPos, Character character)
|
||||
: base(character)
|
||||
: base(character, "")
|
||||
{
|
||||
this.targetPos = targetPos;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
character.AIController.SelectTarget(target);
|
||||
if (character.SelectedConstruction!=null)
|
||||
{
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
if (target!=null) character.AIController.SelectTarget(target.AiTarget);
|
||||
|
||||
character.AIController.SteeringManager.SteeringSeek(
|
||||
target != null ? target.SimPosition : targetPos);
|
||||
@@ -56,7 +61,22 @@ namespace Barotrauma
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
if (repeat) return false;
|
||||
return Vector2.Distance(target != null ? target.SimPosition : ConvertUnits.ToDisplayUnits(targetPos), character.SimPosition) < 0.5f;
|
||||
|
||||
float allowedDistance = 0.5f;
|
||||
var item = target as Item;
|
||||
if (item != null) allowedDistance = Math.Max(item.PickDistance,allowedDistance);
|
||||
|
||||
return Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
|
||||
if (objective == null) return false;
|
||||
|
||||
if (objective.target == target) return true;
|
||||
|
||||
return (objective.targetPos == targetPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace Barotrauma
|
||||
|
||||
|
||||
|
||||
public AIObjectiveIdle(Character character) : base(character)
|
||||
public AIObjectiveIdle(Character character) : base(character, "")
|
||||
{
|
||||
|
||||
}
|
||||
@@ -26,10 +26,27 @@ namespace Barotrauma
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
if (newTargetTimer <= 0.0f)
|
||||
{
|
||||
currentTarget = FindRandomTarget();
|
||||
|
||||
if (currentTarget!=null)
|
||||
{
|
||||
var path = pathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition);
|
||||
if (path.Cost > 200.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
pathSteering.SetPath(path);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
newTargetTimer = currentTarget == null ? 5.0f : 10.0f;
|
||||
}
|
||||
else
|
||||
@@ -39,17 +56,27 @@ namespace Barotrauma
|
||||
|
||||
|
||||
if (currentTarget == null) return;
|
||||
|
||||
|
||||
|
||||
//wander randomly if reached the end of the path or the target is unreachable
|
||||
if (pathSteering!=null && pathSteering.CurrentPath != null &&
|
||||
(pathSteering.CurrentPath.NextNode == null || pathSteering.CurrentPath.Unreachable))
|
||||
{
|
||||
if (character.Position.X < character.AnimController.CurrentHull.Rect.X + 200.0f)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, Vector2.UnitX);
|
||||
}
|
||||
else if (character.Position.X > character.AnimController.CurrentHull.Rect.Right - 200.0f)
|
||||
{
|
||||
pathSteering.SteeringManual(deltaTime, -Vector2.UnitX);
|
||||
}
|
||||
|
||||
character.AIController.SteeringManager.SteeringWander(1.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
character.AIController.SteeringManager.SteeringSeek(currentTarget.SimPosition);
|
||||
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering!=null && pathSteering.CurrentPath != null)
|
||||
{
|
||||
if (pathSteering.CurrentPath.NextNode==null || pathSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringWander(1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private AITarget FindRandomTarget()
|
||||
|
||||
@@ -47,7 +47,7 @@ namespace Barotrauma
|
||||
|
||||
public void UpdateObjectives()
|
||||
{
|
||||
if (currentOrder != null || !objectives.Any()) return;
|
||||
if (!objectives.Any()) return;
|
||||
|
||||
//remove completed objectives
|
||||
objectives = objectives.FindAll(o => !o.IsCompleted());
|
||||
@@ -69,7 +69,7 @@ namespace Barotrauma
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (currentOrder != null)
|
||||
if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
|
||||
{
|
||||
currentOrder.TryComplete(deltaTime);
|
||||
return;
|
||||
@@ -81,19 +81,18 @@ namespace Barotrauma
|
||||
|
||||
public void SetOrder(Order order, string option)
|
||||
{
|
||||
currentOrder = null;
|
||||
|
||||
switch (order.Name.ToLower())
|
||||
{
|
||||
case "follow":
|
||||
currentOrder = new AIObjectiveGoTo(Character.Controlled.AiTarget, character, true);
|
||||
break;
|
||||
case "operate reactor":
|
||||
var reactorItem = Item.ItemList.Find(i => i.GetComponent<Reactor>() != null);
|
||||
if (reactorItem == null) return;
|
||||
|
||||
currentOrder = new AIObjectiveOperateItem(reactorItem.GetComponent<Reactor>(), character);
|
||||
currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
|
||||
break;
|
||||
default:
|
||||
currentOrder = null;
|
||||
if (order.TargetItem == null) return;
|
||||
|
||||
currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,22 +10,43 @@ namespace Barotrauma
|
||||
class AIObjectiveOperateItem : AIObjective
|
||||
{
|
||||
private ItemComponent targetItem;
|
||||
private ItemComponent itemController;
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character)
|
||||
:base (character)
|
||||
private bool isCompleted;
|
||||
|
||||
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, string option)
|
||||
:base (character, option)
|
||||
{
|
||||
targetItem = item;
|
||||
|
||||
var controllers = item.Item.GetConnectedComponents<Controller>();
|
||||
if (controllers.Any()) itemController = controllers[0];
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (Vector2.Distance(character.SimPosition, targetItem.Item.SimPosition) < targetItem.Item.PickDistance)
|
||||
ItemComponent target = itemController == null ? targetItem: itemController;
|
||||
|
||||
if (Vector2.Distance(character.SimPosition, target.Item.SimPosition) < target.Item.PickDistance
|
||||
|| target.Item.IsInsideTrigger(character.Position))
|
||||
{
|
||||
//targetItem.Pick(character, false, true);
|
||||
if (character.SelectedConstruction != target.Item && target.CanBeSelected)
|
||||
{
|
||||
target.Item.Pick(character, false, true);
|
||||
}
|
||||
|
||||
if (targetItem.AIOperate(deltaTime, character, this)) isCompleted = true;
|
||||
return;
|
||||
}
|
||||
|
||||
subObjectives.Add(new AIObjectiveGoTo(targetItem.Item.SimPosition, character));
|
||||
subObjectives.Add(new AIObjectiveGoTo(target.Item, character));
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
return isCompleted;
|
||||
}
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using Barotrauma.Items.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
@@ -7,32 +8,53 @@ namespace Barotrauma
|
||||
{
|
||||
class Order
|
||||
{
|
||||
public static List<Order> List;
|
||||
public static List<Order> PrefabList;
|
||||
|
||||
public readonly string Name;
|
||||
public readonly string DoingText;
|
||||
|
||||
Sprite buttonSprite;
|
||||
//Sprite buttonSprite;
|
||||
|
||||
public readonly Type ItemComponentType;
|
||||
|
||||
public ItemComponent TargetItem;
|
||||
|
||||
public readonly string[] Options;
|
||||
|
||||
static Order()
|
||||
{
|
||||
List = new List<Order>();
|
||||
PrefabList = new List<Order>();
|
||||
|
||||
new Order("Follow", "Following");
|
||||
new Order("Operate Reactor", "Operating reactor", new string[] {"Power Up", "Shutdown"});
|
||||
PrefabList.Add(new Order("Follow", "Following"));
|
||||
|
||||
new Order("Dismiss", "Dismissed");
|
||||
PrefabList.Add(new Order("Operate Reactor", "Operating reactor", typeof(Reactor), new string[] {"Power up", "Shutdown"}));
|
||||
PrefabList.Add(new Order("Operate Railgun", "Operating railgun", typeof(Turret), new string[] { "Fire at will", "Hold fire" }));
|
||||
|
||||
|
||||
PrefabList.Add(new Order("Dismiss", "Dismissed"));
|
||||
}
|
||||
|
||||
private Order(string name, string doingText, Type itemComponentType, string[] parameters = null)
|
||||
{
|
||||
Name = name;
|
||||
DoingText = doingText;
|
||||
ItemComponentType = itemComponentType;
|
||||
Options = parameters == null ? new string[0] : parameters;
|
||||
}
|
||||
|
||||
public Order(Order prefab, ItemComponent targetItem)
|
||||
{
|
||||
Name = prefab.Name;
|
||||
DoingText = prefab.DoingText;
|
||||
ItemComponentType = prefab.ItemComponentType;
|
||||
Options = prefab.Options;
|
||||
|
||||
TargetItem = targetItem;
|
||||
}
|
||||
|
||||
private Order(string name, string doingText, string[] parameters = null)
|
||||
:this (name,doingText, null, parameters)
|
||||
{
|
||||
this.Name = name;
|
||||
this.DoingText = doingText;
|
||||
this.Options = parameters == null ? new string[0] : parameters;
|
||||
|
||||
List.Add(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -266,6 +266,7 @@ namespace Barotrauma
|
||||
{
|
||||
finalPath.Add(pathNode.Waypoint);
|
||||
|
||||
path.Cost += pathNode.F;
|
||||
pathNode = pathNode.Parent;
|
||||
}
|
||||
|
||||
@@ -275,6 +276,7 @@ namespace Barotrauma
|
||||
{
|
||||
path.AddNode(wayPoint);
|
||||
}
|
||||
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
@@ -49,6 +49,13 @@ namespace Barotrauma
|
||||
findPathTimer -= 1.0f / 60.0f;
|
||||
}
|
||||
|
||||
public void SetPath(SteeringPath path)
|
||||
{
|
||||
currentPath = path;
|
||||
if (path.Nodes.Any()) currentTarget = path.Nodes[path.Nodes.Count - 1].SimPosition;
|
||||
findPathTimer = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
protected override Vector2 DoSteeringSeek(Vector2 target, float speed = 1)
|
||||
{
|
||||
@@ -101,7 +108,7 @@ namespace Barotrauma
|
||||
//toggle the door if it's the previous node and open, or if it's current node and closed
|
||||
if (door.IsOpen != open)
|
||||
{
|
||||
var buttons = door.GetButtons();
|
||||
var buttons = door.Item.GetConnectedComponents<Controller>();
|
||||
foreach (Controller controller in buttons)
|
||||
{
|
||||
if (Vector2.Distance(controller.Item.SimPosition, character.SimPosition) > controller.Item.PickDistance * 2.0f) continue;
|
||||
@@ -123,7 +130,7 @@ namespace Barotrauma
|
||||
|
||||
if (!canOpenDoors) return null;
|
||||
|
||||
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.GetButtons();
|
||||
var doorButtons = nextNode.Waypoint.ConnectedGap.ConnectedDoor.Item.GetConnectedComponents<Controller>();
|
||||
foreach (Controller button in doorButtons)
|
||||
{
|
||||
if (Math.Sign(button.Item.Position.X - nextNode.Waypoint.Position.X) !=
|
||||
|
||||
@@ -50,6 +50,11 @@ namespace Barotrauma
|
||||
steering += DoSteeringAvoid(deltaTime, speed);
|
||||
}
|
||||
|
||||
public void SteeringManual(float deltaTime, Vector2 velocity)
|
||||
{
|
||||
steering += velocity * deltaTime;
|
||||
}
|
||||
|
||||
public virtual void Update(float speed = 1.0f)
|
||||
{
|
||||
float steeringSpeed = steering.Length();
|
||||
@@ -111,7 +116,7 @@ namespace Barotrauma
|
||||
|
||||
float maxDistance = 2.0f;
|
||||
|
||||
Vector2 ahead = host.SimPosition + Vector2.Normalize(host.Steering)*maxDistance;
|
||||
Vector2 ahead = host.SimPosition + Vector2.Normalize(host.Steering) * maxDistance;
|
||||
|
||||
if (rayCastTimer <= 0.0f)
|
||||
{
|
||||
@@ -120,12 +125,12 @@ namespace Barotrauma
|
||||
if (closestBody == null)
|
||||
{
|
||||
avoidSteering = Vector2.Zero;
|
||||
return Vector2.Zero;
|
||||
return Vector2.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
Structure closestStructure = closestBody.UserData as Structure;
|
||||
if (closestStructure!=null)
|
||||
if (closestStructure != null)
|
||||
{
|
||||
Vector2 obstaclePosition = Submarine.LastPickedPosition;
|
||||
if (closestStructure.IsHorizontal)
|
||||
@@ -139,8 +144,14 @@ namespace Barotrauma
|
||||
|
||||
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
Item item = closestBody.UserData as Item;
|
||||
if (item != null) avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -148,7 +159,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
return avoidSteering * speed;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,6 +32,12 @@ namespace Barotrauma
|
||||
get { return currentIndex; }
|
||||
}
|
||||
|
||||
public float Cost
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public WayPoint PrevNode
|
||||
{
|
||||
get
|
||||
|
||||
@@ -131,6 +131,11 @@ namespace Barotrauma
|
||||
public Vector2 CursorPosition
|
||||
{
|
||||
get { return cursorPosition; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
cursorPosition = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Character ClosestCharacter
|
||||
|
||||
@@ -216,6 +216,30 @@ namespace Barotrauma
|
||||
return frame;
|
||||
}
|
||||
|
||||
public GUIFrame CreateCharacterFrame(GUIComponent parent, string text, object userData)
|
||||
{
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, null, parent);
|
||||
frame.UserData = userData;
|
||||
frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
frame.HoverColor = Color.LightGray * 0.5f;
|
||||
frame.SelectedColor = Color.Gold * 0.5f;
|
||||
|
||||
// string name = character.Info.Name.Replace(' ', '\n');
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(40, 0, 0, 25),
|
||||
text,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.Left, Alignment.Left,
|
||||
null, frame, false);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
new GUIImage(new Rectangle(-10, -5, 0, 0), HeadSprite, Alignment.Left, frame);
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
public void UpdateCharacterItems()
|
||||
{
|
||||
pickedItems.Clear();
|
||||
|
||||
@@ -44,11 +44,6 @@ namespace Barotrauma
|
||||
get { return skills.Values.ToList(); }
|
||||
}
|
||||
|
||||
//public List<float> SkillLevels
|
||||
//{
|
||||
// get { return skills.Values.ToList(); }
|
||||
//}
|
||||
|
||||
public Job(JobPrefab jobPrefab)
|
||||
{
|
||||
prefab = jobPrefab;
|
||||
|
||||
@@ -9,26 +9,7 @@ namespace Barotrauma
|
||||
class JobPrefab
|
||||
{
|
||||
public static List<JobPrefab> List;
|
||||
|
||||
string name;
|
||||
string description;
|
||||
|
||||
//how many crew members can have the job (only one captain etc)
|
||||
private int maxNumber;
|
||||
|
||||
//how many crew members are REQUIRED to have a job
|
||||
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
|
||||
private int minNumber;
|
||||
|
||||
private float commonness;
|
||||
|
||||
//if set to true, a client that has chosen this as their preferred job will get it no matter what
|
||||
public bool AllowAlways
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
//names of the items the Character spawns with
|
||||
public List<string> ItemNames;
|
||||
public List<bool> EquipItem;
|
||||
@@ -37,39 +18,55 @@ namespace Barotrauma
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return name; }
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string Description
|
||||
{
|
||||
get { return description; }
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
//if set to true, a client that has chosen this as their preferred job will get it no matter what
|
||||
public bool AllowAlways
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//how many crew members can have the job (only one captain etc)
|
||||
public int MaxNumber
|
||||
{
|
||||
get { return maxNumber; }
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//how many crew members are REQUIRED to have the job
|
||||
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
|
||||
public int MinNumber
|
||||
{
|
||||
get { return minNumber; }
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float Commonness
|
||||
{
|
||||
get { return commonness; }
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public JobPrefab(XElement element)
|
||||
{
|
||||
name = ToolBox.GetAttributeString(element, "name", "name not found");
|
||||
Name = ToolBox.GetAttributeString(element, "name", "name not found");
|
||||
|
||||
description = ToolBox.GetAttributeString(element, "description", "");
|
||||
Description = ToolBox.GetAttributeString(element, "description", "");
|
||||
|
||||
minNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
|
||||
maxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
|
||||
MinNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
|
||||
MaxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
|
||||
|
||||
commonness = ToolBox.GetAttributeInt(element, "commonness", 10);
|
||||
Commonness = ToolBox.GetAttributeInt(element, "commonness", 10);
|
||||
|
||||
AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
|
||||
|
||||
@@ -117,9 +114,9 @@ namespace Barotrauma
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), GUI.Style, backFrame);
|
||||
frame.Padding = new Vector4(30.0f, 30.0f, 30.0f, 30.0f);
|
||||
|
||||
new GUITextBlock(new Rectangle(0,0,100,20), name, GUI.Style, Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
|
||||
new GUITextBlock(new Rectangle(0,0,100,20), Name, GUI.Style, Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
|
||||
|
||||
var descriptionBlock = new GUITextBlock(new Rectangle(0, 40, 0, 0), description, GUI.Style, Alignment.TopLeft, Alignment.TopLeft, frame, true, GUI.SmallFont);
|
||||
var descriptionBlock = new GUITextBlock(new Rectangle(0, 40, 0, 0), Description, GUI.Style, Alignment.TopLeft, Alignment.TopLeft, frame, true, GUI.SmallFont);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 40 + descriptionBlock.Rect.Height + 20, 100, 20), "Skills: ", GUI.Style, Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
|
||||
|
||||
|
||||
@@ -41,7 +41,10 @@ namespace Barotrauma
|
||||
|
||||
public static bool IsOpen
|
||||
{
|
||||
get { return isOpen; }
|
||||
get
|
||||
{
|
||||
return isOpen;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Init(GameWindow window)
|
||||
@@ -72,6 +75,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
GUIComponent.MouseOn = null;
|
||||
textBox.Deselect();
|
||||
}
|
||||
|
||||
@@ -80,10 +84,8 @@ namespace Barotrauma
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
|
||||
frame.Update(deltaTime);
|
||||
|
||||
|
||||
Character.DisableControls = true;
|
||||
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
|
||||
@@ -85,24 +85,28 @@ namespace Barotrauma
|
||||
characterInfos.Add(character.Info);
|
||||
}
|
||||
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, null, listBox);
|
||||
frame.UserData = character;
|
||||
frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
frame.HoverColor = Color.LightGray * 0.5f;
|
||||
frame.SelectedColor = Color.Gold * 0.5f;
|
||||
commander.UpdateCharacters();
|
||||
|
||||
string name = character.Info.Name.Replace(' ', '\n');
|
||||
character.Info.CreateCharacterFrame(listBox, character.Info.Name.Replace(' ', '\n'), character);
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(40, 0, 0, 25),
|
||||
name,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.Left, Alignment.Left,
|
||||
null, frame, false);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
//GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, null, listBox);
|
||||
//frame.UserData = character;
|
||||
//frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
//frame.HoverColor = Color.LightGray * 0.5f;
|
||||
//frame.SelectedColor = Color.Gold * 0.5f;
|
||||
|
||||
new GUIImage(new Rectangle(-10, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, frame);
|
||||
//string name = character.Info.Name.Replace(' ', '\n');
|
||||
|
||||
//GUITextBlock textBlock = new GUITextBlock(
|
||||
// new Rectangle(40, 0, 0, 25),
|
||||
// name,
|
||||
// Color.Transparent, Color.White,
|
||||
// Alignment.Left, Alignment.Left,
|
||||
// null, frame, false);
|
||||
//textBlock.Font = GUI.SmallFont;
|
||||
//textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
//new GUIImage(new Rectangle(-10, -5, 0, 0), character.AnimController.Limbs[0].sprite, Alignment.Left, frame);
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
@@ -123,6 +127,9 @@ namespace Barotrauma
|
||||
GUIComponent characterBlock = listBox.GetChild(killedCharacter) as GUIComponent;
|
||||
if (characterBlock != null) characterBlock.Color = Color.DarkRed * 0.5f;
|
||||
|
||||
|
||||
commander.UpdateCharacters();
|
||||
|
||||
//if (characters.Find(c => !c.IsDead)==null)
|
||||
//{
|
||||
// Game1.GameSession.EndShift(null, null);
|
||||
|
||||
@@ -12,13 +12,15 @@ namespace Barotrauma
|
||||
{
|
||||
availableCharacters = new List<CharacterInfo>();
|
||||
}
|
||||
|
||||
public void GenerateCharacters(string file, int amount)
|
||||
{
|
||||
|
||||
|
||||
public void GenerateCharacters(Location location, int amount)
|
||||
{
|
||||
for (int i = 0 ; i<amount ; i++)
|
||||
{
|
||||
availableCharacters.Add(new CharacterInfo(file));
|
||||
JobPrefab job = location.Type.GetRandomHireable();
|
||||
if (job == null) return;
|
||||
|
||||
availableCharacters.Add(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, job));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -255,31 +255,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
linkedGap.Open = 1.0f;
|
||||
}
|
||||
|
||||
public List<Controller> GetButtons()
|
||||
{
|
||||
ConnectionPanel connectionPanel = Item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel == null) return new List<Controller>();
|
||||
|
||||
List<Controller> buttons = new List<Controller>();
|
||||
|
||||
foreach (Connection c in connectionPanel.Connections)
|
||||
{
|
||||
foreach (Wire w in c.Wires)
|
||||
{
|
||||
if (w == null) continue;
|
||||
var otherConnection = w.OtherConnection(c);
|
||||
|
||||
if (otherConnection.Item == Item || otherConnection == null) continue;
|
||||
|
||||
var controller = otherConnection.Item.GetComponent<Controller>();
|
||||
if (controller != null) buttons.Add(controller);
|
||||
}
|
||||
}
|
||||
|
||||
return buttons;
|
||||
}
|
||||
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
Color color = (item.IsSelected) ? Color.Green : Color.White;
|
||||
|
||||
@@ -38,8 +38,7 @@ namespace Barotrauma.Items.Components
|
||||
/// <summary>
|
||||
/// The base class for components holding the different functionalities of the item
|
||||
/// </summary>
|
||||
class
|
||||
ItemComponent : IPropertyObject
|
||||
class ItemComponent : IPropertyObject
|
||||
{
|
||||
protected Item item;
|
||||
|
||||
@@ -400,6 +399,13 @@ namespace Barotrauma.Items.Components
|
||||
/// <param name="modifier"> A vector that can be used to pass additional information to the components</param>
|
||||
public virtual void ItemActivate(Item item, Vector2 modifier) { }
|
||||
|
||||
|
||||
/// <returns>true if the operation was completed</returns>
|
||||
public virtual bool AIOperate(float deltaTime, Character character, AIObjective objective)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//called when isActive is true and condition > 0.0f
|
||||
public virtual void Update(float deltaTime, Camera cam) { }
|
||||
|
||||
|
||||
@@ -86,6 +86,11 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
private int slotsPerRow;
|
||||
|
||||
public List<RelatedItem> ContainableItems
|
||||
{
|
||||
get { return containableItems; }
|
||||
}
|
||||
|
||||
public ItemContainer(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
|
||||
@@ -311,12 +311,44 @@ namespace Barotrauma.Items.Components
|
||||
new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
|
||||
{
|
||||
switch (objective.Option.ToLower())
|
||||
{
|
||||
case "power up":
|
||||
float tempDiff = load - temperature;
|
||||
|
||||
bool valueChanged = false;
|
||||
shutDownTemp = Math.Min(load + 1000.0f, 7500.0f);
|
||||
|
||||
//temperature too high/low
|
||||
if (Math.Abs(tempDiff)>500.0f)
|
||||
{
|
||||
autoTemp = false;
|
||||
FissionRate += deltaTime * 100.0f * Math.Sign(tempDiff);
|
||||
CoolingRate -= deltaTime * 100.0f * Math.Sign(tempDiff);
|
||||
}
|
||||
//temperature OK
|
||||
else
|
||||
{
|
||||
autoTemp = true;
|
||||
}
|
||||
|
||||
break;
|
||||
case "shutdown":
|
||||
|
||||
shutDownTemp = 0.0f;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
bool valueChanged = false;
|
||||
|
||||
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
|
||||
int x = GuiFrame.Rect.X;
|
||||
@@ -398,7 +430,6 @@ namespace Barotrauma.Items.Components
|
||||
if (valueChanged)
|
||||
{
|
||||
item.NewComponentEvent(this, true, false);
|
||||
valueChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -156,6 +156,13 @@ namespace Barotrauma.Items.Components
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
|
||||
{
|
||||
RechargeSpeed = maxRechargeSpeed * 0.5f;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
base.Draw(spriteBatch);
|
||||
|
||||
@@ -127,67 +127,161 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (reload > 0.0f) return false;
|
||||
|
||||
Projectile projectileComponent = null;
|
||||
//search for a projectile from linked containers
|
||||
Item projectile = null;
|
||||
Item projectileContainer = null;
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
projectileContainer = e as Item;
|
||||
if (projectileContainer == null) continue;
|
||||
|
||||
ItemContainer containerComponent = projectileContainer.GetComponent<ItemContainer>();
|
||||
if (containerComponent == null) continue;
|
||||
|
||||
for (int i = 0; i < containerComponent.inventory.Items.Length; i++)
|
||||
{
|
||||
if (containerComponent.inventory.Items[i] == null) continue;
|
||||
if ((projectileComponent = containerComponent.inventory.Items[i].GetComponent<Projectile>()) != null)
|
||||
{
|
||||
projectile = containerComponent.inventory.Items[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (projectileComponent != null) break;
|
||||
}
|
||||
|
||||
if (projectile == null || projectileComponent == null) return false;
|
||||
var projectiles = GetLoadedProjectiles(true);
|
||||
if (projectiles.Count == 0) return false;
|
||||
|
||||
if (GetAvailablePower() < currPowerConsumption) return false;
|
||||
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
float availablePower = 0.0f;
|
||||
//List<PowerContainer> batteries = new List<PowerContainer>();
|
||||
foreach (Connection c in item.Connections)
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
foreach (Connection c2 in c.Recipients)
|
||||
{
|
||||
if (c2 == null || c2.Item == null) continue;
|
||||
float batteryPower = Math.Min(battery.Charge, battery.MaxOutPut);
|
||||
float takePower = Math.Min(currPowerConsumption - availablePower, batteryPower);
|
||||
|
||||
PowerContainer batteryComponent = c2.Item.GetComponent<PowerContainer>();
|
||||
if (batteryComponent == null) continue;
|
||||
|
||||
float batteryPower = Math.Min(batteryComponent.Charge, batteryComponent.MaxOutPut);
|
||||
float takePower = Math.Min(currPowerConsumption - availablePower, batteryPower);
|
||||
|
||||
batteryComponent.Charge -= takePower;
|
||||
availablePower += takePower;
|
||||
}
|
||||
battery.Charge -= takePower;
|
||||
}
|
||||
|
||||
reload = reloadTime;
|
||||
|
||||
if (availablePower < currPowerConsumption) return false;
|
||||
|
||||
reload = reloadTime;
|
||||
|
||||
Item projectile = projectiles[0].Item;
|
||||
|
||||
projectile.body.ResetDynamics();
|
||||
projectile.body.Enabled = true;
|
||||
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y)), -rotation);
|
||||
|
||||
projectileComponent.Use(deltaTime);
|
||||
projectileContainer.RemoveContained(projectile);
|
||||
projectiles[0].Use(deltaTime);
|
||||
if (projectile.container != null) projectile.container.RemoveContained(projectile);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjective objective)
|
||||
{
|
||||
var projectiles = GetLoadedProjectiles();
|
||||
|
||||
if (projectiles.Count==0 || (projectiles.Count==1 && objective.Option.ToLower()=="hold fire"))
|
||||
{
|
||||
ItemContainer container = null;
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
var containerItem = e as Item;
|
||||
if (containerItem == null) continue;
|
||||
|
||||
container = containerItem.GetComponent<ItemContainer>();
|
||||
if (container != null) break;
|
||||
}
|
||||
|
||||
if (container == null || container.ContainableItems.Count==0) return true;
|
||||
|
||||
objective.AddSubObjective(new AIObjectiveContainItem(character, container.ContainableItems[0].Names[0], container));
|
||||
return false;
|
||||
}
|
||||
else if (GetAvailablePower() < powerConsumption)
|
||||
{
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
float lowestCharge = 0.0f;
|
||||
PowerContainer batteryToLoad = null;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
if (batteryToLoad==null || battery.Charge < lowestCharge)
|
||||
{
|
||||
batteryToLoad = battery;
|
||||
lowestCharge = battery.Charge;
|
||||
}
|
||||
}
|
||||
|
||||
if (batteryToLoad == null) return true;
|
||||
|
||||
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed*0.4f)
|
||||
{
|
||||
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, ""));
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//enough shells and power
|
||||
|
||||
Character closestEnemy = null;
|
||||
float closestDist = 3000.0f;
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
//ignore humans and characters that are inside the sub
|
||||
if (enemy.IsDead || enemy.SpeciesName == "human" || enemy.AnimController.CurrentHull != null) continue;
|
||||
|
||||
float dist = Vector2.Distance(enemy.Position, item.Position);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestEnemy = enemy;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
if (closestEnemy == null) return false;
|
||||
|
||||
character.CursorPosition = closestEnemy.Position;
|
||||
SecondaryUse(deltaTime, character);
|
||||
|
||||
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.Position-item.Position);
|
||||
float turretAngle = -(rotation - MathHelper.TwoPi);
|
||||
|
||||
if (Math.Abs(enemyAngle - turretAngle) > 0.01f) return false;
|
||||
|
||||
var pickedBody = Submarine.PickBody(item.SimPosition, closestEnemy.SimPosition, null);
|
||||
if (pickedBody != null && pickedBody.UserData as Limb == null) return false;
|
||||
|
||||
Use(deltaTime, character);
|
||||
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
private float GetAvailablePower()
|
||||
{
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
float availablePower = 0.0f;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
float batteryPower = Math.Min(battery.Charge, battery.MaxOutPut);
|
||||
|
||||
availablePower += batteryPower;
|
||||
}
|
||||
|
||||
return availablePower;
|
||||
}
|
||||
|
||||
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
|
||||
{
|
||||
List<Projectile> projectiles = new List<Projectile>();
|
||||
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
var projectileContainer = e as Item;
|
||||
if (projectileContainer == null) continue;
|
||||
|
||||
var containedItems = projectileContainer.ContainedItems;
|
||||
if (containedItems == null) continue;
|
||||
|
||||
for (int i = 0; i < containedItems.Length; i++)
|
||||
{
|
||||
var projectileComponent = containedItems[i].GetComponent<Projectile>();
|
||||
if (projectileComponent != null)
|
||||
{
|
||||
projectiles.Add(projectileComponent);
|
||||
if (returnFirst) return projectiles;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return projectiles;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
|
||||
{
|
||||
switch (connection.Name)
|
||||
|
||||
@@ -681,7 +681,7 @@ namespace Barotrauma
|
||||
|
||||
private GUIComponent CreateEditingHUD(bool inGame=false)
|
||||
{
|
||||
int width = 500;
|
||||
int width = 400;
|
||||
int x = GameMain.GraphicsWidth/2-width/2, y = 10;
|
||||
|
||||
List<ObjectProperty> editableProperties = inGame ? GetProperties<InGameEditable>() : GetProperties<Editable>();
|
||||
@@ -786,6 +786,26 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public List<T> GetConnectedComponents<T>()
|
||||
{
|
||||
ConnectionPanel connectionPanel = GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel == null) return new List<T>();
|
||||
|
||||
List<T> connectedComponents = new List<T>();
|
||||
|
||||
foreach (Connection c in connectionPanel.Connections)
|
||||
{
|
||||
var recipients = c.Recipients;
|
||||
foreach (Connection recipient in recipients)
|
||||
{
|
||||
var component = recipient.Item.GetComponent<T>();
|
||||
if (component != null) connectedComponents.Add(component);
|
||||
}
|
||||
}
|
||||
|
||||
return connectedComponents;
|
||||
}
|
||||
|
||||
public void SendSignal(string signal, string connectionName, float power = 0.0f)
|
||||
{
|
||||
ConnectionPanel panel = GetComponent<ConnectionPanel>();
|
||||
@@ -862,6 +882,18 @@ namespace Barotrauma
|
||||
return closest;
|
||||
}
|
||||
|
||||
public bool IsInsideTrigger(Vector2 position)
|
||||
{
|
||||
foreach (Rectangle trigger in prefab.Triggers)
|
||||
{
|
||||
Rectangle transformedTrigger = TransformTrigger(trigger);
|
||||
|
||||
if (Submarine.RectContains(transformedTrigger, position)) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Pick(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
|
||||
{
|
||||
|
||||
|
||||
@@ -151,13 +151,17 @@ namespace Barotrauma
|
||||
|
||||
if (size.X < 100.0f) continue;
|
||||
|
||||
var smokeParticle = GameMain.ParticleManager.CreateParticle("smoke",
|
||||
if (Rand.Int(5) == 1)
|
||||
{
|
||||
var smokeParticle = GameMain.ParticleManager.CreateParticle("smoke",
|
||||
spawnPos, speed, 0.0f, hull);
|
||||
|
||||
if (smokeParticle != null)
|
||||
{
|
||||
smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 4.0f);
|
||||
if (smokeParticle != null)
|
||||
{
|
||||
smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 4.0f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
DamageCharacters(deltaTime);
|
||||
@@ -166,7 +170,7 @@ namespace Barotrauma
|
||||
if (hull.Volume > 0.0f) HullWaterExtinquish(deltaTime);
|
||||
|
||||
lightSource.Range = Math.Max(size.X, size.Y) * Rand.Range(8.0f, 10.0f)/2.0f;
|
||||
lightSource.Color = new Color(1.0f, 0.9f, 0.6f) * Rand.Range(0.8f, 1.0f);
|
||||
lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
|
||||
|
||||
hull.Oxygen -= size.X*deltaTime*OxygenConsumption;
|
||||
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace Barotrauma
|
||||
if (type.HasHireableCharacters)
|
||||
{
|
||||
hireManager = new HireManager();
|
||||
hireManager.GenerateCharacters(Character.HumanConfigFile, 10);
|
||||
hireManager.GenerateCharacters(this, 10);
|
||||
}
|
||||
|
||||
Connections = new List<LocationConnection>();
|
||||
|
||||
@@ -24,11 +24,9 @@ namespace Barotrauma
|
||||
|
||||
private Sprite backGround;
|
||||
|
||||
public bool HasHireableCharacters
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
//<name, commonness>
|
||||
private List<Tuple<JobPrefab, float>> hireableJobs;
|
||||
private float totalHireableWeight;
|
||||
|
||||
public string Name
|
||||
{
|
||||
@@ -40,6 +38,11 @@ namespace Barotrauma
|
||||
get { return nameFormats; }
|
||||
}
|
||||
|
||||
public bool HasHireableCharacters
|
||||
{
|
||||
get { return hireableJobs.Any(); }
|
||||
}
|
||||
|
||||
public Sprite Sprite
|
||||
{
|
||||
get { return symbolSprite; }
|
||||
@@ -57,21 +60,51 @@ namespace Barotrauma
|
||||
commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
|
||||
totalWeight += commonness;
|
||||
|
||||
HasHireableCharacters = ToolBox.GetAttributeBool(element, "hireablecharacters", false);
|
||||
|
||||
nameFormats = new List<string>();
|
||||
foreach (XAttribute nameFormat in element.Element("nameformats").Attributes())
|
||||
{
|
||||
nameFormats.Add(nameFormat.Value);
|
||||
}
|
||||
|
||||
hireableJobs = new List<Tuple<JobPrefab, float>>();
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLower() != "hireable") continue;
|
||||
|
||||
string jobName = ToolBox.GetAttributeString(subElement, "name", "");
|
||||
|
||||
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name.ToLower() == jobName.ToLower());
|
||||
if (jobPrefab==null)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid job name ("+jobName+") in location type "+name);
|
||||
}
|
||||
|
||||
float jobCommonness = ToolBox.GetAttributeFloat(subElement, "commonness", 1.0f);
|
||||
totalHireableWeight += jobCommonness;
|
||||
|
||||
Tuple<JobPrefab, float> hireableJob = new Tuple<JobPrefab, float>(jobPrefab, jobCommonness);
|
||||
|
||||
hireableJobs.Add(hireableJob);
|
||||
}
|
||||
|
||||
string spritePath = ToolBox.GetAttributeString(element, "symbol", "Content/Map/beaconSymbol.png");
|
||||
symbolSprite = new Sprite(spritePath, new Vector2(0.5f, 0.5f));
|
||||
|
||||
string backgroundPath = ToolBox.GetAttributeString(element, "background", "");
|
||||
backGround = new Sprite(backgroundPath, Vector2.Zero);
|
||||
//sprite.Origin = ;
|
||||
}
|
||||
|
||||
public JobPrefab GetRandomHireable()
|
||||
{
|
||||
float randFloat = Rand.Range(0.0f, totalHireableWeight);
|
||||
|
||||
foreach (Tuple<JobPrefab, float> hireable in hireableJobs)
|
||||
{
|
||||
if (randFloat < hireable.Item2) return hireable.Item1;
|
||||
randFloat -= hireable.Item2;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public static LocationType Random()
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace Barotrauma.Networking
|
||||
var selectionFrame = new GUIFrame(new Rectangle(0, 60, 300, 20), null, innerFrame);
|
||||
for (int i = 0; i<3; i++)
|
||||
{
|
||||
var selectionTick = new GUITickBox(new Rectangle(i * 100, 00, 20, 20), ((SelectionMode)i).ToString(), Alignment.Left, selectionFrame);
|
||||
var selectionTick = new GUITickBox(new Rectangle(i * 100, 0, 20, 20), ((SelectionMode)i).ToString(), Alignment.Left, selectionFrame);
|
||||
selectionTick.Selected = i == (int)subSelectionMode;
|
||||
selectionTick.OnSelected = SwitchSubSelection;
|
||||
selectionTick.UserData = (SelectionMode)i;
|
||||
@@ -100,14 +100,11 @@ namespace Barotrauma.Networking
|
||||
selectionTick.OnSelected = SwitchModeSelection;
|
||||
selectionTick.UserData = (SelectionMode)i;
|
||||
}
|
||||
|
||||
|
||||
var allowSpecBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Allow spectating", Alignment.Left, innerFrame);
|
||||
allowSpecBox.Selected = true;
|
||||
allowSpecBox.OnSelected = ToggleAllowSpectating;
|
||||
|
||||
|
||||
|
||||
var allowSpecBox = new GUITickBox(new Rectangle(0, 150, 20, 20), "Allow spectating", Alignment.Left, innerFrame);
|
||||
allowSpecBox.Selected = true;
|
||||
allowSpecBox.OnSelected = ToggleAllowSpectating;
|
||||
|
||||
var closeButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Close", Alignment.BottomRight, GUI.Style, innerFrame);
|
||||
closeButton.OnClicked = ToggleSettingsFrame;
|
||||
}
|
||||
|
||||
@@ -144,12 +144,12 @@ namespace Barotrauma
|
||||
itemList = new GUIListBox(new Rectangle(0, 0, sellColumnWidth, 400), Color.White * 0.7f, Alignment.TopRight, GUI.Style, bottomPanel[(int)PanelTab.Store]);
|
||||
itemList.OnSelected = SelectItem;
|
||||
|
||||
foreach (MapEntityPrefab ep in MapEntityPrefab.list)
|
||||
{
|
||||
if (ep.Price == 0) continue;
|
||||
foreach (MapEntityPrefab ep in MapEntityPrefab.list)
|
||||
{
|
||||
if (ep.Price == 0) continue;
|
||||
|
||||
CreateItemFrame(ep, itemList);
|
||||
}
|
||||
CreateItemFrame(ep, itemList);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Select()
|
||||
@@ -158,7 +158,16 @@ namespace Barotrauma
|
||||
|
||||
gameMode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
|
||||
//Map.Unload();
|
||||
foreach (GUIComponent component in topPanel.children)
|
||||
{
|
||||
var button = component as GUIButton;
|
||||
if (button == null || button.Text != "Hire") continue;
|
||||
|
||||
button.Enabled = GameMain.GameSession.Map.CurrentLocation.Type.HasHireableCharacters;
|
||||
break;
|
||||
}
|
||||
//hireButton.Enabled = location.Type.HasHireableCharacters;
|
||||
|
||||
|
||||
UpdateCharacterLists();
|
||||
}
|
||||
@@ -173,6 +182,7 @@ namespace Barotrauma
|
||||
locationTitle.Font = GUI.LargeFont;
|
||||
|
||||
bottomPanel[(int)PanelTab.CurrentLocation].ClearChildren();
|
||||
bottomPanel[(int)PanelTab.CurrentLocation].UserData = location;
|
||||
//rightPanel[(int)PanelTab.Hire].Padding = GUI.style.smallPadding;
|
||||
|
||||
//for (int i = 0; i < Enum.GetNames(typeof(PanelTab)).Length; i++ )
|
||||
@@ -208,16 +218,18 @@ namespace Barotrauma
|
||||
hireList.ClearChildren();
|
||||
foreach (CharacterInfo c in location.HireManager.availableCharacters)
|
||||
{
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Name + " (" + c.Job.Name + ")", GUI.Style, hireList);
|
||||
textBlock.UserData = c;
|
||||
var frame = c.CreateCharacterFrame(hireList, c.Name + " (" + c.Job.Name + ")", c);
|
||||
|
||||
textBlock = new GUITextBlock(
|
||||
//GUITextBlock textBlock = new GUITextBlock(
|
||||
// new Rectangle(0, 0, 0, 25),
|
||||
// c.Name + " (" + c.Job.Name + ")", GUI.Style, hireList);
|
||||
//textBlock.UserData = c;
|
||||
|
||||
var textBlock = new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Salary.ToString(),
|
||||
null, null,
|
||||
Alignment.TopRight, GUI.Style, textBlock);
|
||||
Alignment.TopRight, GUI.Style, frame);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -240,22 +252,22 @@ namespace Barotrauma
|
||||
|
||||
if (locationPanel != null) bottomPanel[(int)PanelTab.Map].RemoveChild(locationPanel);
|
||||
|
||||
locationPanel = new GUIFrame(new Rectangle(0, 0, 200, 190), Color.Transparent, Alignment.TopRight, null, bottomPanel[(int)PanelTab.Map]);
|
||||
locationPanel = new GUIFrame(new Rectangle(0, 0, 250, 190), Color.Transparent, Alignment.TopRight, null, bottomPanel[(int)PanelTab.Map]);
|
||||
locationPanel.UserData = "selectedlocation";
|
||||
|
||||
if (location == null) return;
|
||||
|
||||
new GUITextBlock(new Rectangle(0,0,0,0), location.Name, Color.Transparent, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
new GUITextBlock(new Rectangle(0, 0, 0, 0), location.Name, Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel).Font = GUI.LargeFont;
|
||||
|
||||
if (GameMain.GameSession.Map.SelectedConnection != null && GameMain.GameSession.Map.SelectedConnection.Quest != null)
|
||||
{
|
||||
var quest = GameMain.GameSession.Map.SelectedConnection.Quest;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 40, 0, 20), "Quest: "+quest.Name, Color.Transparent, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 60, 0, 20), "Reward: " + quest.Reward, Color.Transparent, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 80, 0, 0), quest.Description, Color.Transparent, Color.White, Alignment.TopLeft, null, locationPanel, true);
|
||||
new GUITextBlock(new Rectangle(0, 40, 0, 20), "Quest: "+quest.Name, Color.Black*0.8f, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 60, 0, 20), "Reward: " + quest.Reward, Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel);
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 80, 0, 0), quest.Description, Color.Black * 0.8f, Color.White, Alignment.TopLeft, null, locationPanel, true);
|
||||
|
||||
}
|
||||
|
||||
@@ -269,14 +281,16 @@ namespace Barotrauma
|
||||
characterList.ClearChildren();
|
||||
foreach (CharacterInfo c in CrewManager.characterInfos)
|
||||
{
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Name + " (" + c.Job.Name + ")", GUI.Style,
|
||||
Alignment.Left,
|
||||
Alignment.Left,
|
||||
characterList, false, GameMain.GraphicsWidth<1000 ? GUI.SmallFont : GUI.Font);
|
||||
textBlock.Padding = new Vector4(10.0f, 0.0f, 0.0f, 0.0f);
|
||||
textBlock.UserData = c;
|
||||
c.CreateCharacterFrame(characterList, c.Name + " ("+c.Job.Name+") ", c);
|
||||
|
||||
//GUITextBlock textBlock = new GUITextBlock(
|
||||
// new Rectangle(0, 0, 0, 25),
|
||||
// c.Name + " (" + c.Job.Name + ")", GUI.Style,
|
||||
// Alignment.Left,
|
||||
// Alignment.Left,
|
||||
// characterList, false, GameMain.GraphicsWidth<1000 ? GUI.SmallFont : GUI.Font);
|
||||
//textBlock.Padding = new Vector4(10.0f, 0.0f, 0.0f, 0.0f);
|
||||
//textBlock.UserData = c;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -403,7 +417,7 @@ namespace Barotrauma
|
||||
GameMain.GameSession.Map.Draw(spriteBatch, new Rectangle(
|
||||
bottomPanel[selectedRightPanel].Rect.X + 20,
|
||||
bottomPanel[selectedRightPanel].Rect.Y + 20,
|
||||
bottomPanel[selectedRightPanel].Rect.Width - 280,
|
||||
bottomPanel[selectedRightPanel].Rect.Width - 310,
|
||||
bottomPanel[selectedRightPanel].Rect.Height - 40), mapZoom);
|
||||
}
|
||||
|
||||
@@ -449,6 +463,16 @@ namespace Barotrauma
|
||||
|
||||
private bool SelectCharacter(GUIComponent component, object selection)
|
||||
{
|
||||
GUIComponent prevInfoFrame = null;
|
||||
foreach (GUIComponent child in bottomPanel[selectedRightPanel].children)
|
||||
{
|
||||
if (child.UserData as CharacterInfo == null) continue;
|
||||
|
||||
prevInfoFrame = child;
|
||||
}
|
||||
|
||||
if (prevInfoFrame != null) bottomPanel[selectedRightPanel].RemoveChild(prevInfoFrame);
|
||||
|
||||
CharacterInfo characterInfo = selection as CharacterInfo;
|
||||
if (characterInfo == null) return false;
|
||||
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user